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I'm in the middle of space, aiming nowhere near a planet or moon... and i still get this issue.
I love the look of these drives!
Would you be willing for us to use these as a part of our modpack? We need some unique models for use on the sigma draconis cluster servers and would need to modify the components and settings on these if possible!
Thanks for your time!
@Mexpex, any chance you can fix this?
If it's not supposed to be just let me know :)
@raven4096 Galactica "Breaking her back" as Tigh so eloquently put had more to do with Battle Damage and making a Blind jump in the heat of combat. Now I know Kara Thrace input co-ordinates for a jump, but said co-ordinates where from a song she heard as a child, and FTL jump co-ordinates would need to be adjusted based on position of the ship. For Stargate Junkies out there you'll know this, you need at 7 plot points for any travel at extreme distance, the last being point of origin. There was no way a propper point of origin could be extrapolated from her song, unless that jump had to be made from precisely where Galactica was when she jumped.
@Mexpex I'd give you all my weeks worth of coffee money for that :D
I really like Voyager's warp core, and that's what this model reminds me of the most.
When i started on this mod i called it Warp Core but then i realized that it needs a different design in order to be a warp drive, atleast to stay in line with todays warp drive theories :) might do one in the future
PS: make a bigger one! xD (yours look so nice)
Change name C10 -> C15 to fit my classification idea(in description)
Say i got a large ship of 100mill ton (100.000.000kg)... i need 7 of those to use up to max jump length?...
So when the values contributing to the maxJumpMass arre too high, you dont notice the effect unless you go really big in mass and only the linear range increase from stacking multiples of them is noticeable.
But ingame i didnt see/notice any range changes when using a lighter ship thats lighter than JD mass rating. :/
Yeah i know that most arent fully aware of how SI units and prefixes have to be written as many dont know about these things.
Others simply dont care even though when one notices them about it.
So it is very refreshing to see someone like you that easily accepting it and instantly adapting :-)
As for the jump range, i took the formular i extracted from the source code and applied your values
https://www.reddit.com/r/spaceengineers/comments/3cwjhu/what_kind_of_beast_would_it_take_to_jump_1_light/cszociw
The only part that is really important here is this:
maxDistance = 10 000 km * 15 000 000 kg / 138 000 kg ~= 1 086 956 kg
So you can jump over 8 times farther and you cap at 109+ jump drives. Any increase beyond that is due to a higher mass ratio in favor for the jump drives vs payload.
As for balance, do what you think is reasonable and works well. I merely try to provide some informations and math if possible :-)
Thanks for the mod.
The white emissive issue only appears on models with LOD that uses emissive to show the blocks status, like the jump drive.
Though I'm using a mod that lowers LOD from a good distance out and it ups my fps abit.
But I didn't know that the default beacon and projector[though I don't use projector] had them
Though I never use both so, also not sure how to use projector.
Cause if I set the game to DX11 it'll lag so bad that it will crash the game.